IRMA-International.org: Creator of Knowledge
Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

A Girls-Only Online Virtual World Environment and its Implications for Game-Based Learning

A Girls-Only Online Virtual World Environment and its Implications for Game-Based Learning
View Sample PDF
Author(s): Shahnaz Kamberi (Stratford University, USA)
Copyright: 2017
Pages: 22
Source title: Integrating an Awareness of Selfhood and Society into Virtual Learning
Source Author(s)/Editor(s): Andrew Stricker (The Air University, USA), Cynthia Calongne (Colorado Technical University, USA), Barbara Truman (University of Central Florida, USA)and Fil Arenas (The Air University, USA)
DOI: 10.4018/978-1-5225-2182-2.ch006

Purchase

View A Girls-Only Online Virtual World Environment and its Implications for Game-Based Learning on the publisher's website for pricing and purchasing information.

Abstract

This chapter outlines how and why virtual worlds are the best gaming environments for female game players. It explores strategies for utilizing this information to provide a mass multiplayer online game environment to improve the negative perceptions of computer science and programming by teenage girls. The author shares insights from a case study involving workshops, utilizing a 3D virtual world called Gamher World to teach Java programming to forty-nine 13- to 17-year-old girls. The chapter concludes with recommendations for using virtual worlds to improve the methods used to introduce STEM to girls.

Related Content

Carolyne Nekesa Obonyo. © 2024. 30 pages.
Darina M. Slattery. © 2024. 19 pages.
Derrick Raphael Pacheco, Brittany Devies. © 2024. 24 pages.
Yakkala B. V. L. Pratyusha, Bindi Varghese. © 2024. 19 pages.
Daniel Otieno. © 2024. 12 pages.
Youmei Liu. © 2024. 27 pages.
Kathleen O'Brien. © 2024. 36 pages.
Body Bottom